Grimwulf
Arcane
There is one persisent idea that has been gnawing me for quite some time. I want to play a game with you, Codex. A very unique Dominions experience, set in LA.
I'm sure most of you will recognize the map.
Ideally, I'd like to gather 22 players - one for each of the major Calradian towns. All LA nations, except for R'lyeh. But it won't hurt too much if there will be less players participating.
Players will be divided in six factions from the start - the political map is the same as original Calradia.
Nations and their start positions will be distributed randomly (by dice rolls in the game thread), but each players will start in one of the major towns (Vaegirs, Khergits, Swadians and Sarranides have 4 major towns/start spots each; while both Nords and Rhodocks have three). Players that rolled a capital-of-the-faction start location (Reyvadin for Vaegirs; Praven for Swadia, etc.) automatically become initial rulers of the respective faction. Those who start in their factions are considered to be their vassals.
But this is not a disciple game. Disciples are blind religious followers of a nation ruled by Pretender God. And here we have a case of much more fragile relations. Vassals might betray their rulers; switch sides; or even claim independence and form a new faction.
Some of you might have heard of Kings and Traitors pbem on Desura - yes, there are definitely lots of similiarities. But there will be a modest set of rules, developed by old senile me, that will prevent the course of history from going insta-retard. Like it did int their game, kind of. Your suggestions are also welcome - actually, that's one of the main reasons why I created this thread in the first place. The other reason is, I want to know if this idea even interests anyone.
Some random features that will be present:
- Almost no indie provinces. Everything will be distributed from turn zero. Forts and castles will be pre-built on the same spots as in original Calradia. Thus, there will be no actual expansion period. A few provinces (mostly UW ones) will be indie, though.
- All players will be restricted to human types of Pretenders. I'll give the full list when/if the actual game thread follows. Human = human, literally (no Titans, and of course no monsters, inanimates, etc.).
- Blood hunting is illegal, and a massive offence to the world. It's not RESTRICTED, but it will be reason enough for the whole world to declare war on you. Or for your vassal to turn on you. Discretion is advised. More details later.
- Amount of provinces = amount of villages, castles and towns on Calradia map (still working, will give exact numbers later). Each village, town and castle you see is a province.
- Low magic settings, but not as low as neighboring Grim Antiquity thread. Expect something like 35-40 site generation and difficult research setting.
- No Thrones. Victory condition will be either province victory (claimed ruleship over certain amount of provinces), or Victory Points (if I manage to work some magic in the map script and make VP interesting). The victor doesn't win the game as a nation, but as a faction. After victory condition is achieved, the faction ruler divides the lands, power, wealth and other profits between his vassals and himself.
That's it for now. If you got questions or suggestions - shoot. If not, click on something in the voting poll.
I'm sure most of you will recognize the map.
Ideally, I'd like to gather 22 players - one for each of the major Calradian towns. All LA nations, except for R'lyeh. But it won't hurt too much if there will be less players participating.
Players will be divided in six factions from the start - the political map is the same as original Calradia.
Nations and their start positions will be distributed randomly (by dice rolls in the game thread), but each players will start in one of the major towns (Vaegirs, Khergits, Swadians and Sarranides have 4 major towns/start spots each; while both Nords and Rhodocks have three). Players that rolled a capital-of-the-faction start location (Reyvadin for Vaegirs; Praven for Swadia, etc.) automatically become initial rulers of the respective faction. Those who start in their factions are considered to be their vassals.
But this is not a disciple game. Disciples are blind religious followers of a nation ruled by Pretender God. And here we have a case of much more fragile relations. Vassals might betray their rulers; switch sides; or even claim independence and form a new faction.
Some of you might have heard of Kings and Traitors pbem on Desura - yes, there are definitely lots of similiarities. But there will be a modest set of rules, developed by old senile me, that will prevent the course of history from going insta-retard. Like it did int their game, kind of. Your suggestions are also welcome - actually, that's one of the main reasons why I created this thread in the first place. The other reason is, I want to know if this idea even interests anyone.
Some random features that will be present:
- Almost no indie provinces. Everything will be distributed from turn zero. Forts and castles will be pre-built on the same spots as in original Calradia. Thus, there will be no actual expansion period. A few provinces (mostly UW ones) will be indie, though.
- All players will be restricted to human types of Pretenders. I'll give the full list when/if the actual game thread follows. Human = human, literally (no Titans, and of course no monsters, inanimates, etc.).
- Blood hunting is illegal, and a massive offence to the world. It's not RESTRICTED, but it will be reason enough for the whole world to declare war on you. Or for your vassal to turn on you. Discretion is advised. More details later.
- Amount of provinces = amount of villages, castles and towns on Calradia map (still working, will give exact numbers later). Each village, town and castle you see is a province.
- Low magic settings, but not as low as neighboring Grim Antiquity thread. Expect something like 35-40 site generation and difficult research setting.
- No Thrones. Victory condition will be either province victory (claimed ruleship over certain amount of provinces), or Victory Points (if I manage to work some magic in the map script and make VP interesting). The victor doesn't win the game as a nation, but as a faction. After victory condition is achieved, the faction ruler divides the lands, power, wealth and other profits between his vassals and himself.
That's it for now. If you got questions or suggestions - shoot. If not, click on something in the voting poll.
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